When moving a vehicle, the player indicates the point to which they want it to move. The point named must be a clear terrain feature, such as "towards that corner" or "down this road". The path taken should be directly towards the point indicated unless the player indicates a different route.
Vehicles move in the direction of travel, forwards or backwards. They may not move sideways. They end any forward movement facing the direction of travel. They may not intentionally move through any other friendly Unit. Vehicles have a Speed Rating of Slow, Standard, Fast or Wheeled. These are listed in the National Arsenal Tables in Section 20.
How far a vehicle moves will be affected by the ground moved across and how quickly the player wishes the vehicle to move.
| Vehicle Movement | |||
|---|---|---|---|
| Vehicle\Terrain | Open or Hard Ground | Broken Ground | Rough Ground |
| Slow Vehicle | 1" per pip | 1" per pip rolled | Full Tracked vehicles only. 1" per pip, discarding the lowest dice rolled. |
| Standard Vehicle | 1" per pip +1" per Movement Dice | ||
| Fast Vehicle | 1" per pip +2" per Movement Dice | ||
| Wheeled Vehicles | 2" per pip rolled | No Movement | |
Vehicles driving Flat Out cannot react by using a Chain of Command Dice to interrupt the enemy in the current or next Phase.
Vehicles reversing cannot move Flat Out. All vehicles reversing move 1" for each pip rolled on their movement dice, whatever their Speed Rating. Terrain effects apply.
A fully-tracked vehicle rotating on its tracks can rotate up to 45 degrees using one Movement Dice. If rotating between 45 and 90 degrees, it uses two Movement Dice. When rotating up to 180 degrees it uses three Movement Dice. Vehicles rotating never count as a target moving Flat Out.
When moving Cautiously with one Movement Dice, any activated weapons fire at full effect. Firing and movement can be in any order.
When moving Rapidly with two Movement Dice, an AFV may not fire its main weapon. Any activated MG position can fire.
When moving Flat Out with three Movement Dice, no firing is possible. Vehicles driving Flat Out cannot interrupt in the following Phase using a Chain of Command Dice.
Tracked vehicles cross Minor Obstacles, such as low walls, hedges and fences, as though moving in Broken Ground.
Tracked vehicles crossing Medium and Major Obstacles do so at Rapid Speed, rolling two Movement Dice and discarding the higher of the dice rolled. If a double is rolled, they are Immobilised.
When any vehicle has passed through an Obstacle, replace that area of terrain with Broken Ground.
At the end of the Turn, roll a D6. On a 3 to 6, the crew have freed themselves and the vehicle is placed outside the building at the point where they entered it. On a roll of 1 or 2, they are trapped for the next Turn, testing again when activated in a subsequent Turn.
Wheeled or half-tracked vehicles will end all movement if any building or Major Obstacle blocks their path.